wined3d: Move WINED3DRS_ZBIAS to the state table.
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 155872b..717ec14 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -869,6 +869,33 @@
}
}
+static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock) {
+ union {
+ DWORD d;
+ float f;
+ } tmpvalue;
+
+ if (stateblock->renderState[WINED3DRS_ZBIAS]) {
+ tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
+ TRACE("ZBias value %f\n", tmpvalue.f);
+ glPolygonOffset(0, -tmpvalue.f);
+ checkGLcall("glPolygonOffset(0, -Value)");
+ glEnable(GL_POLYGON_OFFSET_FILL);
+ checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
+ glEnable(GL_POLYGON_OFFSET_LINE);
+ checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
+ glEnable(GL_POLYGON_OFFSET_POINT);
+ checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
+ } else {
+ glDisable(GL_POLYGON_OFFSET_FILL);
+ checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
+ glDisable(GL_POLYGON_OFFSET_LINE);
+ checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
+ glDisable(GL_POLYGON_OFFSET_POINT);
+ checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
+ }
+}
+
const struct StateEntry StateTable[] =
{
/* State name representative, apply function */
@@ -919,7 +946,7 @@
{ /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
{ /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
{ /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_unknown },
- { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_unknown },
+ { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
{ /* 48, WINED3DRS_RANGEFOGENABLE */ 0, state_nogl },
{ /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_unknown },
{ /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_unknown },